Don’t forget who your game trailer is for... |
- Don’t forget who your game trailer is for...
- Blender 2.8 New Features : Toolbar, Icons
- When to start a Steam Sale?
- Re-Lighting Environments in Games: Tips and Tricks
- How I made my own 2D game engine in under 2 months
- How do Game Leaks Happen?
- Games Ideal For Couples of Different Experience
- Building games that can be understood at a glance
- Creating a game in under 12 Months
- Which tools do you use to visualize branching structures (narrative or otherwise)
- Multiplayer UDP server design question
- Good and bad examples of "Show, don't tell"
- Gender, Income & Education: Who Plays Video Games?
- How do you know if a level you've made is beatable?
- What is better? Release a Demo on Steam or send keys to Youtubers/Streamers?
- Why the lack of character driven indie titles?
- Methods of Motion Comfort in VR
- Nyctophilia
- Some really cool game dev hints on researching the market
- What are the different ways I can create a top down, 2D race track for a simple racing game?
- Animating Forgotton Anne - Dev Blog | ThroughLine Games
- Space Invaders from Scratch - Part 3
- Best engine for making a 'true' 16 bit game?
- Which Engine is best for getting a job?
Don’t forget who your game trailer is for... Posted: 30 Apr 2018 08:35 AM PDT Hi guys, after recently watching a lot of indie game trailers that popped up on r/indiegaming, I noticed a common issue in far too many videos. Too many of the trailers focused on elements of the game that the developer was proud of, not necessarily things the player is interested in. I know you spent months working on a clean and fluid inventory menu, but no one needs to see that in a launch trailer. I know you had a revolutionary dev moment when you were able to make the camera smoothly go from above water to below water, but that's not something that will make your game stand out in today's market. Unfortunately as developers we have to spend most of our time working on things that the player won't consciously notice, but it's important to remember that the target market will want to see what's UNIQUE about your game, not what you spent the most time on. [link] [comments] |
Blender 2.8 New Features : Toolbar, Icons Posted: 30 Apr 2018 02:12 AM PDT |
Posted: 30 Apr 2018 06:38 AM PDT Hi everyone! Just wanted to ask your opinion on how long should a game wait before launching a sale. We launched our game a month and 2 weeks ago and we have received good comments from the press and we got some positive reviews (not a lot but there are some). Unfortunately our sales are not great and the number is way lower than we needed for the release month. We are planning to release an update with a new game mode and the OST really soon and we are thinking on doing a discount as well but we are not sure if we should do it right when the update launches or wait for a Weeklong Steam Deal or I'm even wondering if its too soon to even do a discount right now. What do you guys thing from your previous experience? [link] [comments] |
Re-Lighting Environments in Games: Tips and Tricks Posted: 30 Apr 2018 09:07 AM PDT |
How I made my own 2D game engine in under 2 months Posted: 29 Apr 2018 08:51 PM PDT |
Posted: 30 Apr 2018 09:52 AM PDT I'm always wondering why, because no one but the developers have access to the game. Do some of the developers leak it? But why, if they were already going to show the game later on? Do hackers somehow get a hold of it? Isn't it stored offline most of the time? And even then, won't the hackers get arrested? I know there are fake leaks, and they're just made by fans who know that it won't affect the game. But what about real leaks? What's the point of leaking stuff about a game when the game is gonna get shown to us anyway? Are they just impatient brats who need to know everything, or maybe wanna spoil the game for others? [link] [comments] |
Games Ideal For Couples of Different Experience Posted: 30 Apr 2018 12:26 AM PDT I recently started a steam curator page to collect the best games to play with your significant other who's less experienced in gaming. Its basically a guide on how accessible local multiplayer games are. I mainly focus on games that have split screen or are local multiplayer. https://store.steampowered.com/curator/32660802-Intro-Gaming-Significant-Other/ I divided the games into 3 categories, casual games, games that take more time to enjoy, and games that have no co-op but are good for taking turns. I play these games on my PC, directly connected to the TV, along with an Xbox dongle that connects up to 4 controllers wireless so that we can play on the couch comfortably. I feel like there has been a declining interest for game devs to make co-op games. Especially those that are accessible to casual gamers. In the wake of Nintendo Switch, that has been a little increase of interest for co-op, but games on steam need more recognition. #RISEOFCOUCHGAMING [link] [comments] |
Building games that can be understood at a glance Posted: 29 Apr 2018 08:02 PM PDT |
Creating a game in under 12 Months Posted: 30 Apr 2018 09:30 AM PDT |
Which tools do you use to visualize branching structures (narrative or otherwise) Posted: 30 Apr 2018 02:43 AM PDT Hi all, I'm wondering which tools lend themselves well to the process of visualizing complex branching structures. I'm planning a project which has a large emphasis on user agency, so making choices which impact the gaming world are important to understand. Something with a quick workflow would be ideal, I don't want to be manually resizing boxes and aligning nodes etc... Does anything come to mind? Thanks for your time! [link] [comments] |
Multiplayer UDP server design question Posted: 30 Apr 2018 01:13 AM PDT Hi All, I'm working on a multiplayer game with a UDP authoritative server and I wonder what would be better: Each room will be with ~50 players so should I build the server as one app that receives/send messages to all rooms or should I run a server instance for each room, on the same server, listening on a different port and when I open a new room I notify the players which port (server instance) to work with. [link] [comments] |
Good and bad examples of "Show, don't tell" Posted: 30 Apr 2018 03:05 AM PDT Hey guys, I'm currently working on a talk about show, don't tell in video games. To get the thing going, I'd like to show some good and bad examples of the writing principle in video games. What is show don't tell? Show, don't tell is a writing technique to allow the reader to experience the story through action, words, thoughts, senses, and feelings rather than through exposition. To put it simple, you let the reader figure out stuff by themselves rather than just plainly telling them. For example you could write "She clenched her fist, let out a primal roar and punched the wall." instead of "She was very angry." How does this look in video games? One example that came to mind is Portal. In my eyes, Portal even plays with the principle: What the narrator's (Glados') voice is telling you, is not true. You have to figure it out by yourself, and many clues such as the left behind objects and hideouts of previous test subjects are showing you the truth. Now I'm looking for more examples, of course also bad ones. I'd be really happy if you could help me out here! [link] [comments] |
Gender, Income & Education: Who Plays Video Games? Posted: 30 Apr 2018 07:10 AM PDT |
How do you know if a level you've made is beatable? Posted: 30 Apr 2018 03:13 AM PDT In a time limit, whether it's possible to pull off the jumps etc. I've always wondered when designing my games how this is done but have never got the stage where it'd matter. Like, if it's done by the programmer beating the level isn't it the difficulty inherently linked to the programmers skill? Or is it more like each level has a set of rules to follow and be adhered to for it to be winnable? [link] [comments] |
What is better? Release a Demo on Steam or send keys to Youtubers/Streamers? Posted: 30 Apr 2018 11:34 AM PDT Hello guys, My team is approaching the final 6 months of the project. (about 60% of the game is completed) We've just finished developing a small demo to participate in some local competitions. As we're approaching the release date (around February next year), I have a question: Which action would help more to get wishlist additions? Release this Demo on Steam to the public, or send keys to Beta Testers and Youtubers/Streamers only? Or both? To give you guys some insight, the game is called Kaze and the Wild Masks(it's already on Steam). It's a 2D Platformer that plays a homage to classic 16 bit games from the 90's. The demo has 3 levels(with two bonus stages each) and a boss-fight, it has +-30 minutes of playtime. Best of luck to all Gamedevs! [link] [comments] |
Why the lack of character driven indie titles? Posted: 30 Apr 2018 11:32 AM PDT I'm a huge fan of RPGs and after releasing my last project I have started work on designing my next game. I was planning on doing a character-driven RPG in the same vein as early Bioware titles such as KoToR and Mass Effect, but I noticed there was a huge lack of content like this in the current indie market. Are there hurdles further into the development of games that feature companion characters and narrative driven gameplay that I should know about before attempting a task like this? I am finally at a point in my life where I have the time and money to take on a larger project, but I don't want to waste funds on a game that will be impossible to finish. [link] [comments] |
Methods of Motion Comfort in VR Posted: 30 Apr 2018 12:53 AM PDT Hey, So I've been playing around with VR development. Luckily for me, I don't suffer from motion sickness. However, I know that it's a big problem for a lot of other people - so much so that some can't play VR at all. I'm wondering what developers have been doing to counter this, and how successful its been? The game that I'm working on is most likely very prone to induce motion sickness, and I want to avoid that as much as possible. I've come to calling methods of countering motion sickness in VR 'Motion Comfort'. I think it suits. So, what have you guys seen or made in terms of motion comfort? If you're prone to motion sickness, what has worked for you or what do you think would work for you? I'd like to make the settings for motion comfort in my games as customisable and varied as possible, since the reaction is different for everyone. Oh, as a side note, I wonder if it'd be possible to get a generic Motion Comfort plugin for VR headsets, like the advanced settings plugin for the Vive, for example. [link] [comments] |
Posted: 30 Apr 2018 10:24 AM PDT Long Post So I posted about the possibility of a game based on interacting with your real life dreams. The main problems were related to analyzing text from a dream report, how it would be implemented into a world, and the massive amounts of assets needed to be available. After talking with some of you guys, (On here and on r/gamedesign) Here's what I've come up with: DESIGN: When you close your eyes, what do you see? Well, you see the main menu of this game. Hypnagogia overlayed onto a black screen dances around to make for a cool effect. To see your world, swipe up. The hypnagogia reacts and phosphenes interpolate the dream scene in a flurry of colors and lights. Tap on the main menu to report a dream. This will cause the blackness to fold like water, as if you dropped a rock in. The waves spread out and the center brightens into another colorful creation. The background blurs and you now type or say your dream. (Speech to text) Basically everything should be as simple as a swipe here or tap there. And The effects should reflect altered states of consciousness. POINT SYSTEM: Based on the Length, Detail, and Type of report you give, a sum of points will be awarded each time you dream. MISSIONS: Suggestions and ideas coming from the chat with your subconscious can serve as objectives to complete within your dreams. If you actually complete them, you can be awarded with certain objects, interactions, and points. Ex: Your subconscious chats to you about a time he saw superman flying in the movies. Yearns you to do it yourself. EXTRACTION: Instead of some algorithm trying to find everything from the text, it would only have to find some keywords. Essentially each dream report would be represented by a few assets. Whenever you submit a report, the screen basically begins to dream. Phosphenes swirl into patterns and colors until you are presented with a hazy dream scene with a floating object in the center. Now this is where you sort of sift through options. If the object presented doesnt make any sense to you, Zoom in. Doing this will activate this sort of Mandelbrot zoom sequence into another object based off a different key word. If this thing makes sense, but not quite, you can swipe left or right to see similar objects. Once you find something that can represent a part of the dream, you are able to extract it into the world. To clarify: You see a sword floating in the mess of hypnagogia. This doesn't make sense to you, so you zoom in past that to reveal a physical beating heart. You remember mentioning that you had a broken heart in your dream report. So you swipe to the right and see a more cartoonish, Iconic heart. Since that isn't relevant either you swipe again to reveal Man crying into his hands. You are a girl so you swipe to the right again and see a woman doing that. Now you've found something true to your dream. ASSEMBLY: In your world lies all the objects from all your reported dreams. You can set these up as you see fit: for the purpose of interacttions or for the purpose of connecting. Finding Dream Patterns is very useful to get points and special objects. Similarities between dreams can be seen and they will be shown to you. Connect things to create familar things and places. This helps your real life understanding of the mind and gives great rewards. INTERACTIONS: This person you're dreaming for wants to experience them too. Using points earned from the system and missions, you can unlock and upgrade minigames to play out in the dream world; If they are compatible with your objects that is. For example if you want to unlock basketball as an interaction, you need to first have a hoop,player, ball, etc... Then Once you unlock the game there are upgrades available such as Slam dunk, a triple fake out, or even some sort self guiding propeller on the ball (The possibilities are endless since it's all a dream) Using interactions can also grant points and could be used to farm some objects too. If you play basketball enough and upgrade enough, you may start to get Water bottles, shoes, jerseys, etc... So now I'm assuming the biggest problem would still be the massive amount of assets needed. I feel like starting from the most common key words and from the base games interaction types is a good way to help, and also since the player only needs to find something that can RELATE to the dream it no longer has to be crazy specific. Any feedback is appreciated! Let me know what you think (: [link] [comments] |
Some really cool game dev hints on researching the market Posted: 30 Apr 2018 10:17 AM PDT |
What are the different ways I can create a top down, 2D race track for a simple racing game? Posted: 30 Apr 2018 05:33 AM PDT Hello, I hope this is the correct sub for this sort of question, if not I hope you could point me somewhere more appropriate. I am learning (Modern)OpenGL and graphics programming in general. I have an okay grasp of the basics of OpenGL and wanted to put them into practice by making a simple, 2D, top down racing game. I have developed the car and the movement and such and am happy with the results so far. Now I am working on the track and am struggling what is the best way to proceed. I am sure there are many ways to do it so was hoping for some different ways you guys would do it and perhaps I will have a direction for my research. I believe some ways I could do it would be to draw it in another program and load it in. The issue with that is I have no idea how to use these programs and on top of that I am not sure how I could apply collision detection for certain areas of the map if it is just kinda like a background image. I just want one simple racetrack with a few turns and such, how do you think I should go about it? Thanks for any advice! [link] [comments] |
Animating Forgotton Anne - Dev Blog | ThroughLine Games Posted: 30 Apr 2018 09:15 AM PDT |
Space Invaders from Scratch - Part 3 Posted: 30 Apr 2018 08:52 AM PDT |
Best engine for making a 'true' 16 bit game? Posted: 30 Apr 2018 08:32 AM PDT By true i mean a game that has no scaling or rotating pixels/sprites, meaning something that could've actually existed on a SNES for example. While i love many of the new pixelart games, many of them have inconsistent sprite sizes or pixels that suddenly grow/shrink. Also, what's the best screen resolution to program for? I don't plan to give people with bigger screens an advantage by letting them see more of the overworld in my game, but it should be a resolution that can be quadrupled, in order to keep the sprites from scaling weirldy. Thanks! [link] [comments] |
Which Engine is best for getting a job? Posted: 30 Apr 2018 08:30 AM PDT Hello, Currently I'm choosing between writing my own engine ( which I think is fun ), and coding a game in UE4 which I think is unfun due to the complexity of the engine. However, I'm willing to stick to UE4 if that improves my chances at getting a job. Which do you think is the better route? Does it matter when applying as long as you show competence in your skills? [link] [comments] |
You are subscribed to email updates from gamedev - game development, programming, design, writing, math, art, jams, postmortems, marketing. To stop receiving these emails, you may unsubscribe now. | Email delivery powered by Google |
Google, 1600 Amphitheatre Parkway, Mountain View, CA 94043, United States |
No comments:
Post a Comment